Luck

Games is a misunderstood sector within tech. In comparison to other sectors in tech, games have quite a few foundational parameters that are essential for not failing. When people outside the gaming world try to grasp the concept of making games, “luck” is a recurring word.

I don’t believe in luck. Luck is unknown parameters that someone created opportunities for. Also being lucky is sometimes a way for humble people to ignore the fact that they put a lot of effort into something.

When I have been talking with successful game makers, they are often focused on one or a few specific parameters that they think are essential for their game creation. It could be a sticky gameplay with a unique touch, new use of gesture controls, working with influencers marketing or focusing on community engagement.

This chart from Pocketgamer.biz shows how many games that are submitted for release on the App Store every month. Notice that it is five times as many games released in 2016 than it was in 2012.

Yes, there is competition. But there is also lots of potential. Not least in monetisation, engagement potential, rollout speed and testability. Out of these games, the average lifetime value is 2 days. That leaves us with less competition.

What most developers fail at is not accepting that their product isn’t fun. For them, the argument is lack of resources or marketing expertise, when the real problem is the product. Winning is about quality of the product, and an ability to evaluate and understand the gaming DNA.